add game&rawdata
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30
gamedata/shaders/r3/fluid_advect_bfecc.ps
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30
gamedata/shaders/r3/fluid_advect_bfecc.ps
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#include "fluid_common.h"
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//////////////////////////////////////////////////////////////////////////////////////////
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// Pixel
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float4 main( p_fluidsim input ) : SV_Target
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{
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if( IsNonEmptyCell(input.texcoords.xyz) )
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return 0;
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float3 npos = GetAdvectedPosTexCoords(input);
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float4 r;
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float3 diff = abs( floatVolumeDim - input.cell0 );
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// Must use regular semi-Lagrangian advection instead of BFECC at the volume boundaries
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if( (diff.x > (floatVolumeDim.x-4)) || (diff.y > (floatVolumeDim.y-4)) || (diff.z > (floatVolumeDim.z-4)) )
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{
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r = Texture_color.SampleLevel( samLinear, npos, 0);
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}
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else
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{
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// Texture_color contains \phi^n; Texture_tempscalar contains \bar{\phi}
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// (i.e.: the result of 1 forward advection step, followed by a backwards advection step)
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r = 1.5f * Texture_color.SampleLevel( samLinear, npos, 0)
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- 0.5f * Texture_tempscalar.SampleLevel( samLinear, npos, 0);
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}
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r = saturate(r);
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return r*modulate;
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}
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